PasswordLLOTH posted:
this is what separates the boys from the men. you see a standing turret only in the negative. have you ever thought of placing turrets in your own backfield where the enemy would have to charge into your petspam to get to your support/casters? no, you didnt. get ripped
My team actually played with a RR9 animist last fall. Alb groups are at an advantage from a distance, which means you can't keep in your cosy backfield. Shrooms were indeed useful vs mid...except our opponents who had trouble with them backed a little, forcing us to charge them. Since you don't have a range advantage as alb casters do, you can't use that to their detriment. Either you charge in or you don't fight.
In the frontiers, you will find groups with even more cloth casters than agramon, which, if you want to fight at all, usually force you to rush them in while backfield shrooming is only useful defensively and still takes takes a lot of time, which is of the essence(kill fast before the zerg comes in on the /rw cross icon...).
Anyway, the animist player switched back to his mentalist, which proved much more efficient.
PasswordLLOTH posted:
48f 17c 20e get ripped
And lose the possibility to 2-shot mages from a distance easily? Most fire wizs are bad kids too, or so it seems!
PasswordLLOTH posted:
which implies grouping a warden, itself a rather lackluster class.
except that its one of the best backfield defenders in the game
I already wrote my opinion in length on the warden+celtic spear topic. Bottom line would be: Counter-attack is the best backline defence. Not useless additional healing. Backline defending (and more precisely as a warden) is my favorite playstyle btw, but i'd trade the ability to heal for a 2hander anytime.
Above your level already, old man!